Kahoot is a free web application that makes it easy to create game-based quizzes, polls, or discussions that students can play using any device that can access the web (computer, tablet, smartphone, etc.) The games you create and play are called Kahoots.
How you might use Kahoot
- Introduce a topic or discussion
- Formative assessment
- Check for understanding
- Anonymous polling
- Gamify class sessions and engage students with individual or group competition
- Quizzes for self-paced study or in class test prep
- The Copyright/Trademarks section of Kahoot's Terms and Conditions gives Kahoot! property rights to all created content.
- Those playing a Kahoot can enter anything as their identification.
- By default, Kahoots you create are publically shared and resusable.
- Kahoots! require internet access.
Collins, Katie. “Kahoot! Is Gamifying the Classroom.” WIRED UK. http://www.wired.co.uk/article/kahoot-gaming-education-platform-norway
Singer, Natasha. “Kahoot App Brings Urgency of a Quiz Show to the Classroom.” The New York Times, April 16, 2016. https://www.nytimes.com/2016/04/17/technology/kahoot-app-brings-urgency-of-a-quiz-show-to-the-classroom.html
Wang, Alf Inge, and Andreas Lieberoth. “The Effect of Points and Audio on Concentration, Engagement, Enjoyment, Learning, Motivation, and Classroom Dynamics Using Kahoot!” In Proceedings From the 10th European Conference of Game Based Learning. Academic Conferences and Publishing International Limited, 2016. http://www.idi.ntnu.no/~alfw/publications/ECGBL2016-Effect_of_points_and_audio_in_Kahoot.pdf